GoldenEye: Source Forums

  • December 29, 2024, 07:40:35 pm
  • Welcome, Guest
Advanced search  

News:

Pages: 1 ... 4 5 [6] 7 8 9   Go Down

Author Topic: Ge_MI6_HQ  (Read 62175 times)

0 Members and 2 Guests are viewing this topic.

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #75 on: March 17, 2012, 09:55:48 pm »

Ok, so, I'm definatly not working on my map as much as I used too but since I recieved WAY more response than I expected from my last message(I only expected CY and Rick Astley to respond.), I will do another video update soon showing the cubemaps and stuff. I'll have a question for you guys concerning a texture too. For now, the only main things that are to be finished are the Qlab's roof and doors and the "Situation Room" (Goldeneye). Then, I'm kinda blocked because I wanna have the wall lights and picture frames like the ones we see in the Die Another Day "Virtual Reality" scene. I do not have any experience in 3D neither do I own any 3D programs. I would need a lot of help with that(Yes, I'm implying that someone could do it for me). The main reason why I'm not really working on my map is that summer is coming, I live in fucking canada, I only get a few months of summer each years so, I'm allready planning it and trying to make the best out of it. Anyway, my interest in it hasn't fade away at all. I love trying to figure out and duplicate places from the Bond movies using the few scenes that shows them. I did, however, stop playing the game as the servers were always empty and the game types we're never the ones I liked.

Anyway, expect a video update sometimes soon. Have a nice day.
Logged
Currently in Progress : ge_mi6 hq

Troy

  • GE:S Coder
  • 00 Agent
  • ***
  • Posts: 821
  • Reputation Power: 260
  • Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #76 on: March 17, 2012, 10:11:28 pm »

I think we're all glad you didn't completely give up hope.  Just keep working at it.
Logged
Complete - Arsenal, One Bullet is Enough, Tournament DM v2, TurboDM
Defunct - Agent Under Fire
VC - Being such a dick, KM must be stroked before springing into action.

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #77 on: March 28, 2012, 04:17:41 pm »

So, while working on my map and placing some props, I ran into some problems.

1st: It seems I can't scale props. If there is a way to do it, I'd love to know about it.

2nd: Some props doesn't show up. Like the monitor props(2 kinds), 007 camera props and the Goldeneye key.

3rd: How do I make the darker parts of my elevator doors not affected by reflections?
Logged
Currently in Progress : ge_mi6 hq

The Cy

  • 00 Agent
  • ***
  • Posts: 717
  • Reputation Power: 87
  • The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!The Cy is awe-inspiring!
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #78 on: March 28, 2012, 05:11:01 pm »

hi!
1. you can´t scale props, so it´s up to you if you wanna use a prop or not.

2. props are either prop-statics, prop_dynamics or prop_physics. if a prop doesn´t appear in your map, you have chosen the wrong class for that prop. here´s how you find out the right class of your prop: doubleclick on the model to activate the object properties area, select "world model", click on "browse" on the right side, click on the "info" field in the bar of the model, there you see the tick marks for the right prop class. then close the model browser and choose the right class of your model in object properties

« Last Edit: March 28, 2012, 05:14:23 pm by The Cy »
Logged
finished: ge_funhouse v4 Download: http://www.mediafire.com/?urjfs3ra2zdslcz

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #79 on: March 28, 2012, 11:47:07 pm »

Thanks Cy. Now, does anybody have an answer for the texture thing?
Logged
Currently in Progress : ge_mi6 hq

coolDisguise

  • GoldenEye fan
  • 00 Agent
  • ***
  • Posts: 439
  • Reputation Power: 12
  • coolDisguise barely matters.coolDisguise barely matters.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #80 on: March 28, 2012, 11:53:55 pm »

I have no experience in this field, so I'm just sharing my thoughts and hope they help:
as I understand, you have ONE texture covering all parts of the elevator. You want part of that texture showing reflections, other parts not.
I doubt that this is possible, but to everyone here: feel free to jump in and correct me. So I suggest using multiple textures (and/or multiple models if necessary). This should work, if everything else fails.
Logged

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #81 on: March 29, 2012, 12:02:30 am »

I have no experience in this field, so I'm just sharing my thoughts and hope they help:
as I understand, you have ONE texture covering all parts of the elevator. You want part of that texture showing reflections, other parts not.
I doubt that this is possible, but to everyone here: feel free to jump in and correct me. So I suggest using multiple textures (and/or multiple models if necessary). This should work, if everything else fails.
Thank you for trying, I appreciate it. But it is indeed possible. I checked the texture folder of the mod and found the door texture used in Control(The metallic parts of the texture shows reflection and the black parts don't)there are two VTF files. One normal, and the other one with weird colors. I don't really understand how the second one works so I do not know how to reproduce it for my texture.
Logged
Currently in Progress : ge_mi6 hq

coolDisguise

  • GoldenEye fan
  • 00 Agent
  • ***
  • Posts: 439
  • Reputation Power: 12
  • coolDisguise barely matters.coolDisguise barely matters.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #82 on: March 29, 2012, 01:39:10 am »

I'm not quite sure, if
https://developer.valvesoftware.com/wiki/Materials_for_models#Multi-layered_Textures
might be what you're looking for. As you describe it, the VTF files you found are for the same texture, i.e. reference the same texture and tint it in different colors.
So basically there are just two operations that you'd normally do with the color channels - addition or multiplication. My bet is that one of these operations sets the color channels for the black parts and their reflection to black or one of them could be the result of $envmaptint that tints the reflection in a specific color.
Maybe you can shoot fourtecks (http://forums.geshl2.com/index.php?action=profile;u=5 )a pm since he made control.
Logged

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #83 on: March 29, 2012, 03:26:23 am »

I'm not quite sure, if
https://developer.valvesoftware.com/wiki/Materials_for_models#Multi-layered_Textures
might be what you're looking for. As you describe it, the VTF files you found are for the same texture, i.e. reference the same texture and tint it in different colors.
So basically there are just two operations that you'd normally do with the color channels - addition or multiplication. My bet is that one of these operations sets the color channels for the black parts and their reflection to black or one of them could be the result of $envmaptint that tints the reflection in a specific color.
Maybe you can shoot fourtecks (http://forums.geshl2.com/index.php?action=profile;u=5 )a pm since he made control.
Thank you really much.
Logged
Currently in Progress : ge_mi6 hq

kraid

  • Game Artist
  • 007
  • *****
  • Posts: 1,984
  • Reputation Power: 191
  • kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!
  • Offline Offline
    • my Homepage
Re: Ge_MI6_HQ
« Reply #84 on: April 04, 2012, 08:39:04 pm »

So, while working on my map and placing some props, I ran into some problems.

1st: It seems I can't scale props. If there is a way to do it, I'd love to know about it.

2nd: Some props doesn't show up. Like the monitor props(2 kinds), 007 camera props and the Goldeneye key.

3rd: How do I make the darker parts of my elevator doors not affected by reflections?


1. welcome to source.
The only way to scale a model would be to decompile it, change it's size in a 3d app. and compile it again.
There's also a scale command that can be used in the .qc files, but AFAIK it only scales the reference but not the collision model.

2. allready answered by Cy

3. You need a enviroment mask as alpha channel in the normalmap which determines how strong the reflection shall be.
Black = no reflection, white = full reflective.
Note that the brightness of the basetexture will also have an impact on the reflection strength.
Reflections are more visible on darker colors then on bright ones.

Also you'll need to add "$normalmapalphaenvmapmask" "1" to your vmt.
It enables the usage of the alphachannel in the bumpmap texture as a enviroment mask.
Logged

Rick Astley

  • 007
  • ****
  • Posts: 1,044
  • Reputation Power: 174
  • Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #85 on: April 08, 2012, 01:26:22 am »

any new updates Boris?
Logged

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #86 on: April 08, 2012, 03:11:40 pm »

1. welcome to source.
The only way to scale a model would be to decompile it, change it's size in a 3d app. and compile it again.
There's also a scale command that can be used in the .qc files, but AFAIK it only scales the reference but not the collision model.

2. allready answered by Cy

3. You need a enviroment mask as alpha channel in the normalmap which determines how strong the reflection shall be.
Black = no reflection, white = full reflective.
Note that the brightness of the basetexture will also have an impact on the reflection strength.
Reflections are more visible on darker colors then on bright ones.

Also you'll need to add "$normalmapalphaenvmapmask" "1" to your vmt.
It enables the usage of the alphachannel in the bumpmap texture as a enviroment mask.
Ok good. I'll get to the texture thing as soon as possible. For the 3D props, is it possible for someone on the forum to make some of them for me, needless to say that full credit will be given.
Logged
Currently in Progress : ge_mi6 hq

Boris_Crack

  • Secret Agent
  • **
  • Posts: 128
  • Reputation Power: 17
  • Boris_Crack is working their way up.Boris_Crack is working their way up.Boris_Crack is working their way up.
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #87 on: April 15, 2012, 05:41:39 pm »

So the texture thing just doesn't wanna work like it should. I took reference from an existing VMT file. First I tried only adding the "$normalmapalphaenvmapmask" "1" but it didn't work so I added this //   "$envmapmask" "VHE_textures/Elevator_Doors1_mask" and it didn't work either. So I opened an existing VMT file for the Control Elevator Doors texture and copied everything and still it doesn't wanna work.
Logged
Currently in Progress : ge_mi6 hq

Proxie

  • 00 Agent
  • ***
  • Posts: 573
  • Reputation Power: 141
  • Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #88 on: April 15, 2012, 10:48:44 pm »

AFAIK, everything in front of the forward slashes are comments, and ignored by the engine.

*Proxie knows nothing about the subject*
Logged

Troy

  • GE:S Coder
  • 00 Agent
  • ***
  • Posts: 821
  • Reputation Power: 260
  • Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!Troy is awe-inspiring!
  • Offline Offline
Re: Ge_MI6_HQ
« Reply #89 on: April 15, 2012, 11:13:01 pm »

I would hope he knew that Proxie.
Logged
Complete - Arsenal, One Bullet is Enough, Tournament DM v2, TurboDM
Defunct - Agent Under Fire
VC - Being such a dick, KM must be stroked before springing into action.
Pages: 1 ... 4 5 [6] 7 8 9   Go Up